There isn't really an "upgrades" subforum yet, so I assumed it would be rolled into here with the R&D stuff as well. Anyway...
Since R&D dropped, players have had questions and frustrations that still haven't been answered in an official capacity.
The
Dev blog mentioned a [run] modifier for ground weapons crafted that still isn't in game, [pen] was supposed to be for torpedoes but is on energy weapons, things like [pvpdmg] weren't even mentioned.
Even today, there's still no definite list of all the mods introduced with R&D in each school.
There's really not even any any-game mention of the mods (or traits at level 15), so any noob that doesn't go to the forums or follow the dev blog wouldn't know anything about the benefits of crafting.
Now we've got the upgrade system and similar questions have arisen from it.
When items upgrade to UR, what pool of modifiers do they pull the new mods from?
Is it any modifier in that item family, what about those from fleet gear or crafting gear? Can I upgrade a not-crafted beam to have [over]? Can I upgrade a console to have [+Th]? If I upgrade my Counter Command Warp Core, or any non fleet warp core to Ultra Rare, do I get [AMP] or what?
What mods do warp cores upgrade to/through at all?
It was mentioned that certain items, in this example the maco deflector, have pre-decided set UR mods they'll receive. Can we get a list of the items that have been given this treatment, so we can see what they look like at MK 14 Legendary/Gold quality and plan our builds accordingly instead of spending dilithium to find out?
Please. Hawk. Bort. Somebody. This has gone on long enough. I can't craft or upgrade anything because I can't be sure of what I'm working towards. I know the process but not the possible outcomes.
I just want to know all my options. What are all of the new mods available through each crafting school? Are those mods and/or fleet-gear mods available through the upgrade system? What items don't get random mods assigned and what do they look like fully upgraded?
If anyone else has similar questions, please feel free to add them. I'd like to keep this thread towards the front of this subforum until this stuff gets answered.
Comments
The thing is, YOU shouldnt have to do it. We need one from the devs with a detailed description.
The only ones that need more explaining are the PvP ones (and adjusdicatorhawk did explain them in a post), which are supposed to stack overall (but are probably bugged as all hell).
The sci cooldown reduction ones could use a bit more explaining as to what exactly they cool down (A list of abilities each mod affects)
The rest are pretty self explaining.
And I appreciate the effort, but the thing is, until I see an official list, I really can't be sure that that is all of them, yknow? We don't have an official list like "ok, this is the engineering school, these are all the new/special mods you can craft things to have. this is the beam school..." etc.
I've specifically held off on crafting and now upgrades too because I don't want to gamble with unknown factors. I'd like to know what I can actually aim for before I start spending my dilithium and time. I was kind of hoping they were waiting till DR release to round it out, but here we are...
Here enjoy:
Shields:
[Amp] - Incoming heals improved 10%
[Heal] - Outgoing heals improved 5% <- Doesn't specify if it boosts self heals.
Deflector:
[CdrS] - 10% reduction support sci abilities <- Yeah, a bit ambiguous, I guess it's the ones not exotic.
[CrdD] - 10% reduction exotic dmg abilites
Engines:
[Damp] - Inertia dampeners skill boost +10
[Inertia] - +10 Inertia rating
Those are all for those 3 categories. You can also get PVPRes or PVPDmg in any of those. Again, those 2 mods are supposed to stack so you could have a ship with 8 weapons and 3 gear parts all with the same mod and it would all stack, but again, people say it's bugged.
You kinda made our points - "Doesn't specify" and "Ambiguous" are perfect examples of WHY we need an official infodump. Your efforts are great, mind you, but thats. Not. The point!!!
Jeez, ok, will not try to help then.
LOL I love it broseph *fistbump* but the devs need to do that shizzle.
And they need to drink more Jumja.
We can add [Aux] [Turn] [Spd] & [Full] to the list of modifiers for Shields. Yay bugs!
Is there a list for the lvl 15 crafting traits? They're not displayed on the UI anywhere.
Joined January 2009
Lol yeah....the beam weapon trait? In the description:
"-affects certain things"
Wow. Very helpful!
C'mon guys, this is something we need to pay Dil and by extension, REAL money for. You can do better than that. This is silly.
--Red Annorax
Why not both? Why not have one of the debs list it and we can share the realities as players?
I mean, they do it in the PvP forums all the time.
Literally a copy/paste of that email translated into regular person non coder speak would be perfect.
I know the devs are under pressure to put out a project and move on, but please, you guys need to think of players like me, who found this game from a quick Trek google search, downloaded it, and started with 0 forums presence, not knowing to read the dev blogs, and guided by a very lacking and out of date wiki.
You're doing good work and making good systems, but no one in that situation will be able to understand, appreciate, or even fully use them correctly if you don't, if not in game, then at the very least put the information on the forums so we can spread it. I'd be upgrading a lot more things right now and you'd be getting a lot more of my dilithium if I had 100% confidence that I knew what I was doing.
Joined January 2009
Well that just sucks. I hate to be a negative Nancy, but that's Lazy at best, and outright incompetent at worst. There is no reason that a monetized system doesn't have a stickied complete and detailed infodump.
Well, they first have to take the time to fix all the DR mess, and maybe they can then fix the ground weapons not getting mods problem, and then MAYBE they can fix some of these mods that don't seen to work, and then, at the very end, they will dump the info.
You know, i'd be cool with that if they would at least communicate their intentions.
Man, let them "fix it" first.
It is not unreasonable to request more information for, especially considering the resource investment needed in the player-optional crafting/upgrade system.
Yet, I perceive, given a cleaner system than what we have now, the information requested would be more readily available. BUT, the system has bugs ... and they are crawling in a lot of places intermittently and inconsistently. I'm advocating they fix the system, then provide accurate information. otherwise, we'll be complaining about "official" documentation and broken promises.
If the Devs were to address this request within the next two months, I'd be surprised.
Agreed. please read this thread too!
http://sto-forum.perfectworld.com/showthread.php?t=1246321
This infodump would be a perfect job for a community oriented person to draft/post while the coders were off coding. Now, if only we had some that weren't severely limited in the kinds of things they could do or say...
It seems the communications blackout that has been in place since the announcement of DR is still more-or-less in place...
Agreed. Built dozens of Mk VI deflectors, got zero [CdrS] ones and piles of ones with a broken [Stl] modifier... Is this WAI or should ir be bug reported?
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]